Casting Time: 1 action
Range: 60 ft (10 ft
)
Components: V, S, M
Duration: Instantaneous
Damage Type: Thunder
Save: Constitution
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
The damage increases by 1d8 for each spell slot level above 2.
Material Component:
a chip of mica
Verbal Component:
Crepitus Fragmentum
Verbal Component (Alternative):
With thunderous smite, to sunder and tatter, an explosive force to destroy and shatter.
Classes: Bard, Sorcerer, Wizard, Rogue
Domain: Tempest, Chaos
Tags: Combat, Damage
Source: Player's Handbook (2024) (page 316)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).
Underwater - Thunder Effects
None of the thunder spells mention water interaction in any way. In addition, the section in the PHB about underwater combat (pg. 198) doesn't mention anything about thunder spells behaving differently in water. So officially, there are no rules amplifiying or diminishing the spell effects. In addition, Jeremy Crawford has made a comment regarding a fireball in water that relates to this subject, "Nothing in the rules causes a fireball to vaporize water. Magic ≠ physics. DMs may apply whatever magical/scientific logic they like."